Thanks Spyder. Looking for clarification on one aspect that you've been working with someone else on this morning. I have one or two simple goals with the tool.

Create ALiVE compatible groups for factions that are not completely done, like gref.

Give units from some of the opfor packs rhs weaponry, because imho it operates and sounds better, and because I want to consolidate the types of ammo I need to make available in missions.

I have been able to access the tool, edit/create units, groups, and factions. However when I attempt to load, I get errors about base unit class inheritance, and the game crashes. I am missing something fundamental, and request help on understanding the steps. Thank you.

Stated differently in previous thread:

Following the steps in the wiki, I have created a new faction. Basically I took Massi's navy seals and created a single alive compatible group for them, just as a test. I closely followed the step where if you want to inherit units from a faction, you basically need to copy it as a first step, copy the units, and work from there. I did that.

It's all packed up in a little addon pbo thingy, too. Now, when I try to load the game with the mod, it is throwing errors saying that base classes of massi's units are not defined. Here is the link to my config . Why is it not working?

@Docbuck Thanks Spyder. Looking for clarification on one aspect that you've been working with someone else on this morning. I have one or two simple goals with the tool.

Create ALiVE compatible groups for factions that are not completely done, like gref.

Give units from some of the opfor packs rhs weaponry, because imho it operates and sounds better, and because I want to consolidate the types of ammo I need to make available in missions.

I have been able to access the tool, edit/create units, groups, and factions. However when I attempt to load, I get errors about base unit class inheritance, and the game crashes. I am missing something fundamental, and request help on understanding the steps. Thank you.

1. Simply open the group editor, select the faction you wish to edit, then select the group category that you would like to expand. From there, click "Create Group" and fill in the form with the desired values. Now your group is created, select it in the list if it is not selected already. Then using the list on the left of the screen, drag the desired units into the group unit list on the bottom. This will add units to the screen.

Once you are done adding your custom groups, open the faction editor and click generate config. With the text copied to your clipboard, extract the portion that is wrapped like so

Class CfgGroups {
....
}

Make sure to keep all of the indented code in between the opening { and closing }

You can then toss this in your description.ext and the faction will contain your new groups(This process will be much easier in future improvments!)

2. Already wrote these instructions in another thread so I'll just link off there, let me know if further detail is needed.

Also ensure you are still running the original mod that the units in your new faction originate from.

As a rule, it's always better to create a new faction and edit that instead of editing an existing faction. For example, take RHS as a template, call it RHS_Friz and then change it how you want. This will help avoid any confusion and conflicts in Eden/Zeus.

The Orbat Tool simply make configs which depend on the original mods. It is not a mod creation tool. If in doubt always credit the original mod makers. It's the decent thing to do after all!

Yes. I created my own faction. Unfortunately, you can't create UNITS for that faction without inheriting from a unit that already exists in a different one.

There is no option to create a new unit without inheritance of another, that I can see. I went ahead and generated a class name and saved that unit, as is. Here is the code it generates for that particular unit (keep in mind I understand that I must generate ALL the code for the faction, group and unit... this is just an example)

So when I go to load the game, it is saying that I have not defined the parent class of my custom unit. I can see that at the top, just under cfgVehicles, the error is correct. I do not understand how to bypass this.

Unit inheritance is mandatory because it simplifies and safeguards the unit creation process. This is why we generally recommend not to edit units from mods that you have not created, such as vanilla NATO units. Since you are free to change the gear however you wish, this shouldn't be too much of an issue since you can change the new unit to look however you prefer.

In your mod init order, is your custom unit mod set to load last? Or at least before the massi unit pack mod which the unit type is from?

Yes, I believe so. That was my thought too... Shouldn't it be able to inherit if the class exists in game in any other mod?

Just to clarify, by changing this units class name and pulling it into my custom faction... I am in essence making a custom unit and not editing the original from Massi's mod, right?

Also I completely understand the need for the inheritance, I'm not trying to steal anything or run without the mods that deserve credit. I just want to change a few things and work on alive compatibility! That's all lol.

However... I made a video of my last attempt with the intent of showing you what was wrong... and it worked lol. I'm not sure what I did differently. All the same, I'll post the video up so you can tell me all the things I did that don't meet best practices, lol.

I appreciate you thinking it was your tool, but probably not man. It did it to me twice. So unless I'm just Han Solo lucky, it was something I was messing up. One thing I did differently the time it worked was not mess with equipment... would that potentially make things different?

My video is long and boring but if you could skip through and tell me if I've got the concept down that'd be great. In return, if I do, I'll make a much much higher quality tutorial video and send it in for the dev teams approval before I post it up. I do that video thing

@HeroesandvillainsOS&nbsp; I mean. If you're recording videos anyway while doing this, do you feel like making a beginner's tutorial?

I just... might not be the best guy for that as I literally just started playing ArmA the day apex came out. There's a saying in the service about there being nothing worse than an instructor who teaches you the wrong way to do things.

All the same, I'll record everything, and when I have enough for a tutorial I'll put a draft together and people can help me make sure all is done correctly. Once it's good, I'll post it up, sure! You can look at the link I already put up... it's raw footage though, so load times and stuff aren't clipped.